258 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * Copyright 2016, Blender Foundation.
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * Contributor(s): Blender Institute
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|  *
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|  */
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| 
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| /** \file basic_engine.h
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|  *  \ingroup draw_engine
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|  *
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|  * Simple engine for drawing color and/or depth.
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|  * When we only need simple flat shaders.
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|  */
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| 
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| #include "DRW_render.h"
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| 
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| #include "BKE_icons.h"
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| #include "BKE_idprop.h"
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| #include "BKE_main.h"
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| 
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| #include "GPU_shader.h"
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| 
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| #include "basic_engine.h"
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| /* Shaders */
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| 
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| #define BASIC_ENGINE "BLENDER_BASIC"
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| 
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| /* we may want this later? */
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| #define USE_DEPTH
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| 
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| /* *********** LISTS *********** */
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| 
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| /* GPUViewport.storage
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|  * Is freed everytime the viewport engine changes */
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| typedef struct BASIC_Storage {
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| 	int dummy;
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| } BASIC_Storage;
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| 
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| typedef struct BASIC_StorageList {
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| 	struct BASIC_Storage *storage;
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| 	struct BASIC_PrivateData *g_data;
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| } BASIC_StorageList;
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| 
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| typedef struct BASIC_FramebufferList {
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| 	/* default */
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| 	struct GPUFrameBuffer *default_fb;
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| 	/* engine specific */
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| #ifdef USE_DEPTH
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| 	struct GPUFrameBuffer *dupli_depth;
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| #endif
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| } BASIC_FramebufferList;
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| 
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| typedef struct BASIC_TextureList {
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| 	/* default */
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| 	struct GPUTexture *color;
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| #ifdef USE_DEPTH
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| 	struct GPUTexture *depth;
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| 	/* engine specific */
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| 	struct GPUTexture *depth_dup;
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| #endif
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| } BASIC_TextureList;
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| 
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| typedef struct BASIC_PassList {
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| #ifdef USE_DEPTH
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| 	struct DRWPass *depth_pass;
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| 	struct DRWPass *depth_pass_cull;
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| #endif
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| 	struct DRWPass *color_pass;
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| } BASIC_PassList;
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| 
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| typedef struct BASIC_Data {
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| 	void *engine_type;
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| 	BASIC_FramebufferList *fbl;
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| 	BASIC_TextureList *txl;
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| 	BASIC_PassList *psl;
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| 	BASIC_StorageList *stl;
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| } BASIC_Data;
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| 
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| /* *********** STATIC *********** */
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| 
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| static struct {
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| #ifdef USE_DEPTH
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| 	/* Depth Pre Pass */
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| 	struct GPUShader *depth_sh;
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| #endif
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| 	/* Shading Pass */
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| 	struct GPUShader *color_sh;
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| } e_data = {NULL}; /* Engine data */
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| 
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| typedef struct BASIC_PrivateData {
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| #ifdef USE_DEPTH
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| 	DRWShadingGroup *depth_shgrp;
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| 	DRWShadingGroup *depth_shgrp_cull;
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| #endif
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| 	DRWShadingGroup *color_shgrp;
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| } BASIC_PrivateData; /* Transient data */
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| 
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| /* Functions */
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| 
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| static void BASIC_engine_init(void *vedata)
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| {
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| 	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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| 	BASIC_TextureList *txl = ((BASIC_Data *)vedata)->txl;
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| 	BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
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| 
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| #ifdef USE_DEPTH
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| 	/* Depth prepass */
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| 	if (!e_data.depth_sh) {
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| 		e_data.depth_sh = DRW_shader_create_3D_depth_only();
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| 	}
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| #endif
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| 
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| 	/* Shading pass */
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| 	if (!e_data.color_sh) {
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| 		e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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| 	}
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| 
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| 	if (!stl->storage) {
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| 		stl->storage = MEM_callocN(sizeof(BASIC_Storage), "BASIC_Storage");
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| 	}
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| 
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| #ifdef USE_DEPTH
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| 	if (DRW_state_is_fbo()) {
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| 		const float *viewport_size = DRW_viewport_size_get();
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| 		DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0};
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| 		DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_basic_type,
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| 		                     (int)viewport_size[0], (int)viewport_size[1],
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| 		                     &tex, 1);
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| 	}
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| #endif
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| }
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| 
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| static void BASIC_cache_init(void *vedata)
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| {
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| 	BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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| 	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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| 
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| 	if (!stl->g_data) {
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| 		/* Alloc transient pointers */
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| 		stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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| 	}
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| 
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| #ifdef USE_DEPTH
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| 	/* Depth Pass */
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| 	{
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| 		psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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| 		stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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| 
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| 		psl->depth_pass_cull = DRW_pass_create(
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| 		        "Depth Pass Cull",
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| 		        DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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| 		stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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| 	}
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| #endif
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| 
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| 	/* Color Pass */
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| 	{
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| 		psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
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| 		stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
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| 	}
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| }
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| 
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| static void BASIC_cache_populate(void *vedata, Object *ob)
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| {
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| 	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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| 
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| 	if (!DRW_object_is_renderable(ob))
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| 		return;
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| 
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| 	struct Batch *geom = DRW_cache_object_surface_get(ob);
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| 	if (geom) {
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| 		bool do_cull = false;  /* TODO (we probably wan't to take this from the viewport?) */
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| #ifdef USE_DEPTH
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| 		/* Depth Prepass */
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| 		DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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| #endif
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| 		/* Shading */
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| 		DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
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| 	}
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| }
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| 
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| static void BASIC_cache_finish(void *vedata)
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| {
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| 	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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| 
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| 	UNUSED_VARS(stl);
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| }
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| 
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| static void BASIC_draw_scene(void *vedata)
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| {
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| 
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| 	BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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| 	BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
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| 	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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| 
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| #ifdef USE_DEPTH
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| 	/* Pass 1 : Depth pre-pass */
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| 	DRW_draw_pass(psl->depth_pass);
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| 	DRW_draw_pass(psl->depth_pass_cull);
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| 
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| 	/* Pass 2 : Duplicate depth */
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| 	/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
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| 	if (DRW_state_is_fbo()) {
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| 		DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true);
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| 	}
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| #endif
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| 
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| 	/* Pass 3 : Shading */
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| 	DRW_draw_pass(psl->color_pass);
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| }
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| 
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| static void BASIC_engine_free(void)
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| {
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| 	/* all shaders are builtin */
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| }
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| 
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| static const DrawEngineDataSize BASIC_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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| 
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| DrawEngineType draw_engine_basic_type = {
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| 	NULL, NULL,
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| 	N_("Basic"),
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| 	&BASIC_data_size,
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| 	&BASIC_engine_init,
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| 	&BASIC_engine_free,
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| 	&BASIC_cache_init,
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| 	&BASIC_cache_populate,
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| 	&BASIC_cache_finish,
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| 	NULL,
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| 	&BASIC_draw_scene
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| };
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| 
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| /* Note: currently unused, we may want to register so we can see this when debugging the view. */
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| 
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| RenderEngineType DRW_engine_viewport_basic_type = {
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| 	NULL, NULL,
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| 	BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
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| 	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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| 	&draw_engine_basic_type,
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| 	{NULL, NULL, NULL}
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| };
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| 
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| 
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| #undef BASIC_ENGINE
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